Thanks Rob. Do you have an idea as to why many triangles on a surface start to slow it down as apposed to have the same number of tris on multiple surfaces?
No, I know you have only have 65k verts per surface, but it's a matter of balance, I'm sure someone like sswift will give you all the reasons why though, I think it's something to do with the cost of rebuilding a mesh every update or something.
Rob, would you have multiples meshes in the case you describe?
Yes, a new mesh for each emitter. This is a good idea in my opinion as if an emitter is behind the camera the particle mesh won't be rendererd, however, if all your particles are in the same mesh all the particles will be rendered regardless of if they are in view or not.
So then on that note, anybody know of a program that can display the proper UV coords for texture postitioning or routine where you put in the x/y pixel offsets and the height/width?
That's pretty straight forward, a UV co-ord goes from 0-1 so if your texture is 512x512 512=1 and 0=0 so .5=256, .25=128 etc etc, very simple.
don't know if it would be any faster but you coudl probably map your textures onto a single tri rather than use quads
Again it's a balancing act (varying from card to card), personally I'd stick to quads as it make UV mapping a hell of a lot easier. Unless you're talking about 100,000s of particles I don't think on modern cards your really going to make that much difference. Triangle count isn't really the problem here.